Zorbo

Small monstrosity, unaligned

Armor Class

10 (see Natural Armor feature)

Hit Points

27 (6d6 +6)

Speed

30 ft., climb 30 ft.

STR

13 (+1)

DEX

11 (0)

CON

13 (+1)

INT

3 (-4)

WIS

12 (+1)

CHA

7 (-2)

Senses

passive Perception 1

Skills

Athletics +3

Challenge

1/2 (100 XP)

Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.

Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 10.

Actions

Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 +1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC , it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative -1 penalty to the AC it offers, and the zorbo gains a +l bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

Small
monstrosity
cr1/2
tomb-of-annihilation